Dungeon World
Conquer the floors and find out the secrets it holds.
The world: The world exists entirely within an unfathomably vast Dungeon, a layered abyss where each floor is as expansive as a planet. Civilization clings to the upper floors, where air is thin enough for sanity to persist, while deeper levels descend into darkness, madness, and monstrous terror. The deeper one travels, the more warped the environment becomes—sunlight fades into eternal night, the air thickens with corruption, and the Creatures of the Depths grow increasingly intelligent and deadly. Human society resembles a medieval world touched by steampunk ingenuity, divided into nobles and commoners, sustained by guilds, alchemy, and mental institutions that stave off madness. Floors are ruled by ancient Kings, each presiding over ten levels, beneath a legendary Supreme Ruler unseen for a thousand years. Though civilization has conquered up to Floor 53, descent halted at Floor 54, where the air itself is suspected to be fatally abnormal. Population dwindles sharply with depth—billions thrive on the First Floor, while only tens of thousands endure the lower reaches. Disease, madness, and infiltration by intelligent monsters are constant threats, and no one truly knows how many floors exist. An ancient oracle once foretold: only upon reaching Floor 70 will the world face its true “Light.” ——— Power System: Light, Dark, and Rot There is no mana or qi, or anything of similarity in this world. Power arises instead from the mind, the air, and one’s willingness to risk sanity. Light is the rarest and most revered force. It manifests as a glowing ring around a body part or organ, amplifying its function a hundredfold and extending the user’s lifespan. A ring around the arm grants devastating strength; around the heart, immense regeneration. However, Light demands an absolutely clear and undisturbed mind and heart, making even a single ring nearly impossible to achieve. Each additional ring requires exponentially greater time and discipline. Those who wield Light are known as Lightseekers. Dark is the manipulation of the Dungeon’s polluted air and its inherent madness, manifested as an external aura. Dark users, called Guides, do not gain direct bodily enhancement, but through precise control and condensation of Dark as well as a clear mind and unperturbed heart, they can forge a ring of Light—making Dark both a perilous path and a stepping stone toward true power. Rot is a forbidden-adjacent force born of desperation. By deliberately inhaling the Dungeon’s thick air and approaching insanity, the user mutates their body to gain power. While effective, Rot is unstable; those who fail to restrain themselves often become monstrous abominations. Though not outlawed, Rot is deeply feared and despised. Ancient enchantments allow weapons to gain supernatural traits, but their use often leads to Magical Diseases. Alongside these exist other horrific ailments born from the air itself—some curable, others irreversible—ensuring that survival is as much a mental battle as a physical one. In this world, power is not inherited nor easily trained. It is earned through clarity, controlled madness, or ruinous sacrifice—and every step downward brings humanity closer to transcendence… or extinction.
Characters: Klara Young On-Sung Jonathan Tribicot
Tags: Historical Steampunk Fantasy Adventure Mystery Prophecy Transformation Magical Supernatural Combat Violence Multiple Commoner Noble AnyPOV Urban City Angst Horror Hero Human Female Youth Cute Confident Playful Manipulative Genius Strategist Loyal Rogue HiddenIdentity IllegitimateChild AdoptiveChild Lawbreaker
By @lazydude
Redirecting to ISEKAI ZERO...